Limitations of TX_START/END

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Armaetus
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Limitations of TX_START/END

Post by Armaetus »

Are there any texture number limitations for using the TX_START/END markers? I forgot if I asked this before.
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Re: Limitations of TX_START/END

Post by Gez »

The texture manager doesn't discriminate. The TX marker textures are pooled with the TEXTUREx textures, the flats, the sprites, etc.

And yes there is a limit to how many textures the texture manager can know about, only about four billions. Sorry. That means that if your texture resource wad reaches 30+ terabytes, you're quite unlikely to be able to add much more.
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Re: Limitations of TX_START/END

Post by Armaetus »

Thanks for the humorous but clear response Gez.
Last edited by Armaetus on Fri Jun 17, 2016 9:09 am, edited 1 time in total.
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Re: Limitations of TX_START/END

Post by Rachael »

Gez wrote:That means that if your texture resource wad reaches 30+ terabytes
I know there's some people who will say "Challenge Accepted" to that.
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Re: Limitations of TX_START/END

Post by Armaetus »

Eruanna wrote:
Gez wrote:That means that if your texture resource wad reaches 30+ terabytes
I know there's some people who will say "Challenge Accepted" to that.
Most people have 1-3 terabytes of space so unless they had a behemoth of a rig to do that, it's just not feasible for the typical modder lol
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Re: Limitations of TX_START/END

Post by Rachael »

In the days of NAS and RAID setups, it seems that chaining multiple drives together one way or another has become an increasingly common practice. But you're right - I doubt anyone is going to hit those limits anytime soon. Might take about 15-20 years or so. :P
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Re: Limitations of TX_START/END

Post by CWolf »

Eruanna wrote:
Gez wrote:That means that if your texture resource wad reaches 30+ terabytes
I know there's some people who will say "Challenge Accepted" to that.
Maybe next time, when I'll have PC that carry at least 5 HDDs in.
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